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MeshObject.cpp
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#include "MeshObject.h"
CMeshObject::CMeshObject(std::string name)
{
rotation.x=0.0f;
rotation.y=0.0f;
rotation.z=0.0f;
position.x=0.0f;
position.y=0.0f;
position.z=0.0f;
scale.x=1.0f;
scale.y=1.0f;
scale.z=1.0f;
LoadObj(name);
}//CMesh()
CMeshObject::~CMeshObject()
{
}//~CMesh()
void CMeshObject::drawMesh()
{
//przygotowanie buforów na potrzeby shaderów
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(4);
glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE,0,(void*)0);
glDrawArrays(GL_TRIANGLES, 0, vertexbuffersize); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(4);
}//drawMesh()
void CMeshObject::updateModel()
{
//uaktualnianie przesuniêcia obiektu. transformacja z przestrzeni ogólnej do modelu(przesuniêcie, obrót, skala
Model = glm::mat4(1.0f);
Model = glm::gtc::matrix_transform::translate(Model,position);
Model = glm::gtc::matrix_transform::rotate(Model,rotation.x,glm::vec3(1.0f,0.0f,0.0f));
Model = glm::gtc::matrix_transform::rotate(Model,rotation.y,glm::vec3(0.0f,1.0f,0.0f));
Model = glm::gtc::matrix_transform::rotate(Model,rotation.z,glm::vec3(0.0f,0.0f,1.0f));
Model = glm::gtc::matrix_transform::scale(Model,scale);
}//updateModel()
void CMeshObject::LoadObj(std::string filename)
{
std::vector<glm::vec3> vertex_list; //pomocnicze tablice do konwersji z formatu obj na coœ co rozumie OpanGL
std::vector<glm::vec2> uv_list;
std::vector<glm::vec3> normal_list;
std::vector<glm::vec3> vertex_ind;
std::vector<glm::vec3> uv_ind;
std::vector<glm::vec3> normal_ind; rotation.x=0.0f;
std::vector<glm::vec3> vertex_buffer_data;
std::vector<glm::vec2> uv_buffer_data;
std::vector<glm::vec3> normal_buffer_data;
std::vector<glm::vec3> tangent_buffer_data;
std::vector<glm::vec3> bitangent_buffer_data;
filename+=".obj";
FILE * file = fopen(filename.c_str(),"r");
while(1) //petla parsuj¹ca plik
{
char header[256];
int result = fscanf(file,"%s", header);
if (result == EOF) break;
if(strcmp(header,"v")==0)
{
glm::vec3 vertex_temp;
fscanf(file,"%f %f %f\n",&vertex_temp.x,&vertex_temp.y,&vertex_temp.z);
vertex_list.push_back(vertex_temp);
}
else if(strcmp(header,"vt")==0)
{
glm::vec2 uv_temp;
fscanf(file,"%f %f\n",&uv_temp.x,&uv_temp.y);
uv_list.push_back(uv_temp);
}
else if(strcmp(header,"vn")==0)
{
glm::vec3 normal_temp;
fscanf(file,"%f %f %f\n",&normal_temp.x,&normal_temp.y,&normal_temp.z);
normal_list.push_back(normal_temp);
}
else if(strcmp(header,"f")==0)
{
int v[3],u[3],n[3];
glm::vec3 vertex,uv,normal;
result = fscanf(file,"%d/%d/%d %d/%d/%d %d/%d/%d\n",
&v[0],&u[0],&n[0],
&v[1],&u[1],&n[1],
&v[2],&u[2],&n[2]);
vertex.x = v[0];
vertex.y = v[1];
vertex.z = v[2];
uv.x = u[0];
uv.y = u[1];
uv.z = u[2];
normal.x = n[0];
normal.y = n[1];
normal.z = n[2];
vertex_ind.push_back(vertex);
uv_ind.push_back(uv);
normal_ind.push_back(normal);
}
}
for(int i=0;i<vertex_ind.size();i++) //pêtla zapisuj¹ca dane do formatu wykorzystanego przy generacji buforów
{
for(int j=0;j<3;j++)
{
vertex_buffer_data.push_back(vertex_list[vertex_ind[i][j]-1]);
uv_buffer_data.push_back(uv_list[uv_ind[i][j]-1]);
normal_buffer_data.push_back(normal_list[normal_ind[i][j]-1]);
}
}
for (int i=0;i<vertex_buffer_data.size();i+=3)
{
glm::vec3 &v0 = vertex_buffer_data[i+0];
glm::vec3 &v1 = vertex_buffer_data[i+1];
glm::vec3 &v2 = vertex_buffer_data[i+2];
glm::vec2 &uv0 = uv_buffer_data[i+0];
glm::vec2 &uv1 = uv_buffer_data[i+1];
glm::vec2 &uv2 = uv_buffer_data[i+2];
glm::vec3 deltaPos1 = v1-v0;
glm::vec3 deltaPos2 = v2-v0;
glm::vec2 deltaUV1 = uv1-uv0;
glm::vec2 deltaUV2 = uv2-uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r;
//tangent=glm::normalize(tangent);
tangent_buffer_data.push_back(tangent);
tangent_buffer_data.push_back(tangent);
tangent_buffer_data.push_back(tangent);
bitangent_buffer_data.push_back(bitangent);
bitangent_buffer_data.push_back(bitangent);
bitangent_buffer_data.push_back(bitangent);
}
for (int i=0;i<vertex_buffer_data.size();i++)
{
glm::vec3 &v0 = vertex_buffer_data[i];
glm::vec2 &uv0 = uv_buffer_data[i];
glm::vec3 &n0 = normal_buffer_data[i];
for (int j=i+1;j<vertex_buffer_data.size();j++)
{
glm::vec3 &v1 = vertex_buffer_data[j];
glm::vec2 &uv1 = uv_buffer_data[j];
glm::vec3 &n1 = normal_buffer_data[j];
if(v0==v1)
{
if(uv0==uv1)
{
if(n0==n1)
{
tangent_buffer_data[i]=tangent_buffer_data[i]+tangent_buffer_data[j];
tangent_buffer_data[j]=tangent_buffer_data[i];
bitangent_buffer_data[i]=bitangent_buffer_data[i]+bitangent_buffer_data[j];
bitangent_buffer_data[j]=bitangent_buffer_data[i];
}
}
}
}
}
glGenVertexArrays(1, &VertexArrayID); //w³asciwa generacja buforow wykorzystanych przy rysowania VAO
glBindVertexArray(VertexArrayID);
glGenBuffers(1,&vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer);
glBufferData(GL_ARRAY_BUFFER,vertex_buffer_data.size()*sizeof(glm::vec3), &vertex_buffer_data[0], GL_STATIC_DRAW);
vertexbuffersize=vertex_buffer_data.size();
glGenBuffers(1,&uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER,uvbuffer);
glBufferData(GL_ARRAY_BUFFER,uv_buffer_data.size()*sizeof(glm::vec2),&uv_buffer_data[0],GL_STATIC_DRAW);
glGenBuffers(1,&normalbuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER,normal_buffer_data.size()*sizeof(glm::vec3),&normal_buffer_data[0],GL_STATIC_DRAW);
glGenBuffers(1,&tangentbuffer);
glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
glBufferData(GL_ARRAY_BUFFER,tangent_buffer_data.size()*sizeof(glm::vec3),&tangent_buffer_data[0],GL_STATIC_DRAW);
glGenBuffers(1,&bitangentbuffer);
glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer);
glBufferData(GL_ARRAY_BUFFER,bitangent_buffer_data.size()*sizeof(glm::vec3),&bitangent_buffer_data[0],GL_STATIC_DRAW);
}//LoadObj()
void CMeshObject::LoadTexture(const char * image_path, GLuint* texture)
{
SDL_Surface *surface; // This surface will tell us the details of the image
GLenum texture_format;
GLint nOfColors;
if ( (surface = SDL_LoadBMP(image_path)) ) {
// Check that the image's width is a power of 2
if ( (surface->w & (surface->w - 1)) != 0 ) {
printf("warning: image.bmp's width is not a power of 2\n");
}
// Also check if the height is a power of 2
if ( (surface->h & (surface->h - 1)) != 0 ) {
printf("warning: image.bmp's height is not a power of 2\n");
}
// get the number of channels in the SDL surface
nOfColors = surface->format->BytesPerPixel;
if (nOfColors == 4) // contains an alpha channel
{
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGBA;
else
texture_format = GL_BGRA;
} else if (nOfColors == 3) // no alpha channel
{
if (surface->format->Rmask == 0x000000ff)
texture_format = GL_RGB;
else
texture_format = GL_BGR;
} else {
printf("warning: the image is not truecolor.. this will probably break\n");
// this error should not go unhandled
}
// Have OpenGL generate a texture object handle for us
glGenTextures( 1, texture );
// Bind the texture object
glBindTexture( GL_TEXTURE_2D, *texture );
// Set the texture's stretching properties
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glGenerateMipmap(GL_TEXTURE_2D);
// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D( GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
texture_format, GL_UNSIGNED_BYTE, surface->pixels );
}
else {
printf("SDL could not load image.bmp: %s\n", SDL_GetError());
SDL_Quit();
}
// Free the SDL_Surface only if it was successfully created
if ( surface ) {
SDL_FreeSurface( surface );
}
}//LoadTexture